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<title>hokagemegatron's CGPortoflio Gallery</title>
<link>http://hokagemegatron.cgsociety.org/gallery/</link>
<description>hokagemegatron's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>The Final Prayer</title>
	<link>http://hokagemegatron.cgsociety.org/gallery/432301</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/198169/198169_1164143272_small.jpg"><br><br>This is Character is designed and created for next-gen games engines, he is 6,000 polys with a normal map.<br />
WIP - Its not fully finished, want to do more tweaking.<br />
<br />
Have a look at....<br />
<br />
www.danpastore.co.uk<br />
<br />
For My Latest Work]]>
	</description>
	<pubDate>Tue, 21 Nov 2006 21:07:56 +0000</pubDate>
	</item>
	<item>
	<title>Cogs and Bearings</title>
	<link>http://hokagemegatron.cgsociety.org/gallery/389560</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/198169/198169_1155658397_small.jpg"><br><br>I wanted to create an image that mimicked the real world, the piece is a working in progress.<br />
<br />
The objects were modelled in Zbrush because of its speed and ease to create the shapes. The HRDi was created by myself using reflective ball and HRD Shop. The objects mental ray shaders and the lighting were performed in Maya.<br />
A beauty pass was made, as well as an occlusion and shadows pass. These images where then composited in Fusion.<br />
<br />
C&amp;C is much welcomed…<br />
]]>
	</description>
	<pubDate>Fri, 04 Aug 2006 16:41:56 +0000</pubDate>
	</item>
	<item>
	<title>Pimp My Shell Group Shot</title>
	<link>http://hokagemegatron.cgsociety.org/gallery/378091</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/198169/198169_1152205886_small.jpg"><br><br>This is another image from the animation short I created based on the MTV series Pimp My Ride!<br />
<br />
To see the animation got to...<br />
<br />
http://www.youtube.com/watch?v=JHNnFUlXluc<br />
<br />
I created this using Maya for everything apart from the textures in which I used Photoshop.<br />
The animation was completed for my animation specailist degree which I have just finish!<br />
<br />
Below is a shot of the shell, it has a two-tone shader, which was made after the production of the animation;<br />
<img src="http://i109.photobucket.com/albums/n53/hokagemegatron/Two-ToneShellWEB.jpg" border="0" alt="" /><br />
]]>
	</description>
	<pubDate>Thu, 06 Jul 2006 17:11:29 +0000</pubDate>
	</item>
	<item>
	<title>Mecha Masacre</title>
	<link>http://hokagemegatron.cgsociety.org/gallery/350873</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/198169/198169_1146111772_small.jpg"><br><br>This is a still from one of my Uni modules, Interactive Gameplay Design.<br />
I created a mech and animated it maya, then the rendered clips were used to make an interactive atrifact in Director.<br />
In which you could control the character, for example walk and attack the other Mech.<br />
<br />
Did a new render the other day, the original work is nearly a year old now. I added a bit of 'depth of field' on the the camera, which i think gives the mech's a new 'toy like' feel.<br />
<br />
Maya 6.0 and Photoshop CS were used to create this image.<br />
<br />
Any C&amp;C is totally welcome]]>
	</description>
	<pubDate>Thu, 27 Apr 2006 04:22:56 +0000</pubDate>
	</item>
	<item>
	<title>An Influence From Behind</title>
	<link>http://hokagemegatron.cgsociety.org/gallery/350880</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/198169/198169_1164913548_small.jpg"><br><br>This is a current project at University, in which the woman's 'behind' taunts a gent walking past into grabbing it.<br />
<br />
Much to the woman’s disliking and so a combat ensues, leaving the man confused and beaten. Its far from a sexist sketch, it makes fun of men more than women.<br />
Should be interesting...<br />
<br />
Rigging the 'bottom' mouth has proven to be a challenge, which the face needing to retain its shape, but the legs still deforming convincingly.<br />
Carefully weight painting and generous amount of Polys has helped creating convincing facial expressions. The eyes are networked to a collection of 'set driven keys' so that they do not pierce the model when she deforms.<br />
This is my most complex rig to date and anyone’s tips, or suggestions would be much appreciated!<br />
<br />
For all the 3D work I used Maya, and Photoshop was used for textures and adding to the rendered image.]]>
	</description>
	<pubDate>Thu, 27 Apr 2006 05:02:32 +0000</pubDate>
	</item>
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